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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 10:01 am)



Subject: Blurred textures in render - long thin triangles in mesh possible culprit?


3dcheapskate ( ) posted Fri, 29 August 2014 at 8:03 AM · edited Sun, 02 February 2025 at 1:48 PM

file_506922.jpg

Blurred textures in render - long thin triangles in mesh possible culprit?

A picture speaks a thousand words...


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



JimTS ( ) posted Fri, 29 August 2014 at 8:44 AM · edited Fri, 29 August 2014 at 8:46 AM

Use a different prop that one is hosed

What product is this anyway?(hope it's not lurking in my "not installed yet" folder)

A word is not the same with one writer as with another. One tears it from his guts. The other pulls it out of his overcoat pocket
Charles Péguy

 Heat and animosity, contest and conflict, may sharpen the wits, although they rarely do;they never strengthen the understanding, clear the perspicacity, guide the judgment, or improve the heart
Walter Savage Landor

So is that TTFN or TANSTAAFL?


vilters ( ) posted Fri, 29 August 2014 at 8:52 AM

A combination of all 3:

  1. No 3D app likes long thin triangles.
  2. The UVmap streching is bad => This is the problem you see
  3. Certainly ook for unwelded parts.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Fri, 29 August 2014 at 8:54 AM · edited Fri, 29 August 2014 at 8:55 AM

Yeah, I think this comes from some automatic 2D to 3D app. => Photo to 3D.
I still have to see the first one that :

  • Delivers a good mesh.
  • Does a good UV map, and does not create a gazilion material zones. LOL.
  • Welds all its parts as it should.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


3dcheapskate ( ) posted Fri, 29 August 2014 at 9:08 AM · edited Fri, 29 August 2014 at 9:09 AM

Quote - Use a different prop that one is hosed
What product is this anyway?(hope it's not lurking in my "not installed yet" folder)

It's an oldie, 'A Thousand and Two Nights' (Redhouse Studios) from DAZ. It's still in their store.

Quote - A combination of all 3:

  1. No 3D app likes long thin triangles.
  2. The UVmap streching is bad => This is the problem you see
  3. Certainly ook for unwelded parts.

Hmmm... just looked at the page in the DAZ store. If it was the UV mapping I'd expect to see it on the 'Poser render' promo, but that promo looks fine?


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



kalrua ( ) posted Fri, 29 August 2014 at 9:12 AM · edited Fri, 29 August 2014 at 9:14 AM

Try to change texture filter quality to Crisp


jestmart ( ) posted Fri, 29 August 2014 at 9:15 AM

There are a number of old sets at DAZ that are like this.  That is the type of mangled meshes you often get from CAD programs.


3dcheapskate ( ) posted Fri, 29 August 2014 at 9:21 AM · edited Fri, 29 August 2014 at 9:31 AM

Content Advisory! This message contains nudity

file_506923.jpg

Darn it! The scene was working out quite nicely, and I was having fun playing with the building textures in the material room (attached images, tagged for nudity) - and then I spotted the blurring (just noticed it's also in the top image here) ...


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 9:38 AM · edited Fri, 29 August 2014 at 9:39 AM

file_506924.jpg

> Quote - Try to change texture filter quality to Crisp

Just tried that, but it doesn't make any difference (see attached - changed diffuse colour too to double-check I was rendering what I'd changed!)

Quote - There are a number of old sets at DAZ that are like this.  That is the type of mangled meshes you often get from CAD programs.

I think I've noticed this sort of thing once or twice before, but it never really bothered me till now.


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 9:49 AM · edited Fri, 29 August 2014 at 9:51 AM

file_506929.jpg

> Quote - ... 3. Certainly look for unwelded parts.

Just imported the mesh into Blender, selected one vertex from the troublesome wall, and then selected all linked vertices and hid everything else. Looks okay to me (if a mesh with triangles like this can be said to be 'okay' where Poser's concerned!  ;o). There's no duplicate vertices either in this bit of wall.


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 10:13 AM

file_506930.jpg

And the UV-mapping looks spot-on - bottom is the UV mapping, top is the mesh image from the previous post flipped and scaled (fixed ratio), and they overlay almost perfectly.


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 10:17 AM · edited Fri, 29 August 2014 at 10:25 AM

file_506931.jpg

Also tried loading the factory scene, deleting Andy, loading the set, and rendering with auto settings. Same problem. So I don't think it was anything specific to my setup.


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 10:21 AM · edited Fri, 29 August 2014 at 10:21 AM

None of the suggestions so far seems to be the cause of the problem in this particular case, except perhaps Poser's dislike for long thin triangles.

The only answer to the "How do I get round it?" question that I can see after all that is to use a bit of focus blur.

Any other thoughts/ideas?


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



seachnasaigh ( ) posted Fri, 29 August 2014 at 10:58 AM · edited Fri, 29 August 2014 at 11:01 AM

file_506933.png

     Pete, while the overlay of the mesh onto UV space *looks* good, consider what happens when a render engine needs to assign a pixel of texturing image to a point on the mesh.

     Triangulation to find bearing and range works well if the triangle is proportioned reasonably close to equilateral, but if the two ranging stations are close together and the target aircraft is far away -forming a long thin "needle" triangle- then even small rounding errors in angular calculation lead to a sizeble error in range estimation.  The same phenomenon occurs with rendering meshes with needle triangles.

     The shape of the doorway is doable, but it would have been better to connect the circular part of the doorway with radial edges, rather than gather all of them at the corners (which also creates a "pole", a point where multiple edges meet).

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


vilters ( ) posted Fri, 29 August 2014 at 11:00 AM

In Blender, load the object file
Ctrl A to select all on the wall
Goto the uvmap with the texture loaded
Click UV's, "Minimize strech"

What happens?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


seachnasaigh ( ) posted Fri, 29 August 2014 at 11:13 AM

     I'd be fascinated if that solved the problem.  The wall is flat, and mapped planar;  it doesn't get any flatter (in UV terms) than that.  The problem occurs when a render engine must assign a pixel of texture image to a pixel of render image.  That is calculated relative to the mesh polygons, as they are viewed in perspective of the camera, and "needle"-shaped  triangles exacerbate rounding errors.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


aRtBee ( ) posted Fri, 29 August 2014 at 11:37 AM

To handle extreme shaped polys like in this case, you need extreme render settings as well. Try this:

 - in render settings / manual settings, set Min Shading Rate to something very small. At most 0.1 but 0.01 might even be better.
Why: Firefly turns each poly into subpolys, and assigns colors and displacements etc to each of them, based on the underlying texture maps etc. The size of each subpoly is such that each covers at least a ... portion of a single pixel in your render. So when ... is a small value you'll get a lot of subpolys. The other way around: when you want such a small triangle split up well, and have a busy texture like you have assigned properly, you need a lot of such subpolys. So, how so set that ... value? Simple: that's min Shading Rate.
Your Auto-Settings in the middle set MSR to 1.0, that's 1 subpoly per render pixel. You need 10 to 100, so 0.1 to 0.01 are the preferred values.

 - set pixel samples to at least 3 (at most 10).
Why: both are related: Min Shading Rate should be slightly smaller than 1/ (Pixel Samples)^2 so PS = 3 makes MSR < 1/(33) = 0.11 while PS=10 makes MSR< 1/(1010) = 0.01

 - set post filter size to 3, and filter type to sinc.
Why: 1 means NO filter, 4 is to extreme, 2 is soft (female skin), 3 is hard (male skin, wall structure, ...) and sinc is the best balanced of all.

I don't know of it really helps, but that would be my first approach. I'd like to know the effect.

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


3dcheapskate ( ) posted Fri, 29 August 2014 at 12:00 PM · edited Fri, 29 August 2014 at 12:07 PM

Thanks for the latest replies. It's nearly midnight here and my brain's going into shutdown, so I'm going to call it a night - let my subconcious work on what I've read. I may be back here tomorrow, or Monday if take a weekend break. Thanks again to everybody who's posted to this thread.

P.S.Avoiding long thin triangles in my meshes was a piece of advice I was given when I started making my own models, but I just realized that I've never really understood why they're to be avoided. The triangulation analogy seems to be part of the answer, but prompts even more questions...  :)


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



willyb53 ( ) posted Fri, 29 August 2014 at 12:22 PM · edited Fri, 29 August 2014 at 12:31 PM

file_506934.jpg

Try rendering with smoothing off on Back_Wall_2

edit: that would bee smoothing on :D got confused during testing

Bill

People that know everything by definition can not learn anything


seachnasaigh ( ) posted Fri, 29 August 2014 at 12:55 PM · edited Fri, 29 August 2014 at 12:56 PM

Oooh, that looks good, Willb53!  😄  A tip 'o the hat to ye, sir.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


willyb53 ( ) posted Fri, 29 August 2014 at 12:58 PM

:D rendered with smoothing on, of course that is a problem too.  Some venders, even now, put out figures that will not render properly with smoothing on.  I have a python script to toggle all smoothing on a figure, and then turn on selected ones by hand, which is what I did on 1002

bill

People that know everything by definition can not learn anything


3dcheapskate ( ) posted Fri, 29 August 2014 at 7:45 PM · edited Fri, 29 August 2014 at 7:56 PM

file_506937.jpg

> Quote - Try rendering with smoothing off on Back_Wall_2 edit: that would bee smoothing on :D got confused during testing > > Bill

This little problem won't stay out of my head, so I'm back already. Tried the easiest thing first, especially since Bill's screenshot showed that it worked for him!

But very strange - it doesn't work for me. Tried Final (shown) and Draft auto render settings. (Also tried with smooth polys off, both draft and final quality - same problem).

Bill - which Poser version/render settings did you use for your screenshot?

(attached image is a composite of preview pane with Back_Arch_1 selected overlaid with an area render of part of Back_Arch_1 at auto/Final quality)

Next step - I'll try aRtBee's render settings...


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



willyb53 ( ) posted Fri, 29 August 2014 at 8:04 PM

I use PP2014 SR 4

Smooth poly must be on in render settings for the smooth poly on the part to work

Looking at 1002, it comes with the object parts set to smooth, so only should have to use it in render settings. 

I used shading rate of 1.0 on that render, 3 samples, sinc at 2

as a test you should be able to just load 1002, set your camera, and render with smoothing on in render settings.

The pool has some long tris so it will distort with smoothing on

Bill

People that know everything by definition can not learn anything


3dcheapskate ( ) posted Fri, 29 August 2014 at 8:25 PM · edited Fri, 29 August 2014 at 8:32 PM

file_506939.jpg

> Quote - ...Smooth poly must be on in render settings for the smooth poly on the part to work...

Ah! I misunderstood. (I should have had my morning wake-up coffee before starting on this again!) I have Smooth Poly's OFF in render settings because it screws up other stuff I want to put in the scene...  :oS

Incidentally, Poser 6 doesn't have this problem (although I had to lower bucket/max texture size for it to render at final quality)


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 9:08 PM · edited Fri, 29 August 2014 at 9:10 PM

file_506940.jpg

> Quote - I use PP2014 SR 4 Smooth poly must be on in render settings for the smooth poly on the part to work > > Looking at 1002, it comes with the object parts set to smooth, so only should have to use it in render settings.  > > I used shading rate of 1.0 on that render, 3 samples, sinc at 2 > > as a test you should be able to just load 1002, set your camera, and render with smoothing on in render settings. > > The pool has some long tris so it will distort with smoothing on > > Bill

Okay that seems to do it - as a quick test just 1002 and a single infinite light in the scene, auto/Final with Smooth polys. Rerendering with aRtBee's settings now...


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 9:16 PM

file_506941.jpg

And with aRtBee's settings I think even the last hints of blurring are gone.

Next (and hopefully last) check - I'll try these settings on my initial scene...


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 9:28 PM · edited Fri, 29 August 2014 at 9:36 PM

file_506942.jpg

Mustn't forget - comparison of Poser default 'Auto/Final' settings and aRtBees settings, both with 'Smooth Polygons' OFF.

aRtBee's settings show a distinct improvement, but there's still blurring. So I think smooth polys is also required.

And if smooth polys screws up other stuff in the scene then maybe composite two renders, one with smooth polys on, one with smooth polys off? Or apply some postwork focus blur to hide the problem! ;o)


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



willyb53 ( ) posted Fri, 29 August 2014 at 10:12 PM

any part that explodes due to smoothing, select that part and turn smoothing off for only that part :D

Bill

People that know everything by definition can not learn anything


3dcheapskate ( ) posted Fri, 29 August 2014 at 10:37 PM

Quote - any part that explodes due to smoothing, select that part and turn smoothing off for only that part :D Bill

Quite often I miss things that are really obvious...  ;o)

Hopefully I've done the same for what follows...


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 10:40 PM

file_506945.jpg

Back to my original scene - I've added diffuse color to the back wall/arch to help check my material settings (next post).

The back wall (pink) seems fine, but the back arch (green) still has problems and they both have the same material settings I think, except the texture image - details in next post.


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 10:47 PM · edited Fri, 29 August 2014 at 10:48 PM

file_506946.jpg

...and here's the mats.

Hopefully it's just a case of 'can't see for looking'... ?


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 10:51 PM

D'OH! It's the texture filtering - pink is 'None', green is 'Quality'.

So texture filtering 'Quality' is causing it to mess up?!?!


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 11:19 PM · edited Fri, 29 August 2014 at 11:23 PM

file_506947.jpg

Setting filtering of both images to 'Crisp'...  back wall (pink) looks fine, arch (green) looks better, but still has problems. (smooth polys is on for both)

Puzzled


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



3dcheapskate ( ) posted Fri, 29 August 2014 at 11:35 PM · edited Fri, 29 August 2014 at 11:37 PM

file_506948.jpg

I'm using a Diffuse IBL with AO and an infinite with depth-mapped shadows. The last two posts don'tactually look like a blurring problem - more like a shadow problem.

I disabled AO and the problem vanished (attached image). So I think I need to play with my AO settings.


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



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